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| | AudioSystem () |
| | ~AudioSystem () override |
| | AudioSystem (const AudioSystem &other) |
| | AudioSystem (AudioSystem &&other) noexcept |
| auto | operator= (const AudioSystem &other) -> AudioSystem & |
| auto | operator= (AudioSystem &&other) noexcept -> AudioSystem & |
| auto | clone () const -> std::unique_ptr< GameObject > override |
| | makes a copy a GameObject even if it's held polymorphically
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| auto | systemShowMenu () -> void override |
| | Specific systems should override this function to show their specific menu for the system.
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| auto | onUpdate (float dt) -> void override |
| | called once every frame.
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| auto | endWindow () -> void override |
| | currently unused, but intended to but was assumed to be necessary for a proper ImGui editor
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| auto | onRender () -> void override |
| | called every frame after update has been called for every object.
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| auto | load (Stream &stream) -> void override |
| | Implementations will load the state of a GameObject from a th::Json Object.
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| auto | save (Stream &stream) const -> void override |
| | Implementations will load the state of a GameObject to a th::Json object.
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| auto | stopAll () -> void |
| | Stops all current tracks playing.
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| auto | getFMODSystem () -> FMOD::System * |
| | Returns the FMOD system.
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| auto | getOverrideChannelGroup () -> FMOD::ChannelGroup * |
| | Returns the override channel group.
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| auto | getMasterChannelGroup () -> FMOD::ChannelGroup * |
| | Returns the master channel group.
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| auto | getMusicChannelGroup () -> FMOD::ChannelGroup * |
| | Returns the music channel group.
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| auto | setMusicPitch (float gain) -> void |
| | Set the gain of the low pass filter 0 for full quiet and 1 for full volume.
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| auto | getSFXChannelGroup () -> FMOD::ChannelGroup * |
| | Returns the sfx channel group.
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| auto | setSFXPitch (float gain) -> void |
| | Set the gain of the low pass filter 0 for full quiet and 1 for full volume.
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| auto | getUIChannelGroup () -> FMOD::ChannelGroup * |
| | Returns the ui channel group.
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| auto | setUIPitch (float gain) -> void |
| | Set the gain of the low pass filter 0 for full quiet and 1 for full volume.
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| auto | setMasterPitch (float gain) -> void |
| | Set the gain of the low pass filter 0 for full quiet and 1 for full volume.
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| auto | setOverridePitch (float gain) -> void |
| | Set the gain of the low pass filter 0 for full quiet and 1 for full volume.
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| auto | setOverrideVolume (float volume) -> void |
| | Sets the master volume for all audio, this will affect all channel groups and sounds that are playing.
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| auto | getOverrideVolume () const -> float |
| | Returns the master volume for all audio, this will affect all channel groups and sounds that are playing.
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| auto | setMasterVolume (float volume) -> void |
| | Sets the master volume for all audio, this will affect all channel groups and sounds that are playing.
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| auto | getMasterVolume () const -> float |
| | Returns the master volume for all audio, this will affect all channel groups and sounds that are playing.
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| auto | setMusicVolume (float volume) -> void |
| | Sets the music volume for all audio in the music channel group, this will affect all sounds that are playing in the music channel group.
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| auto | getMusicVolume () const -> float |
| | Returns the music volume for all audio in the music channel group, this will affect all sounds that are playing in.
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| auto | setSFXVolume (float volume) -> void |
| | Sets the sfx volume for all audio in the sfx channel group, this will affect all sounds that are playing in.
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| auto | getSFXVolume () -> float |
| | Sets the sfx volume for all audio in the sfx channel group, this will affect all sounds that are playing in.
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| auto | setUIVolume (float volume) -> void |
| auto | getUIVolume () const -> float |
| auto | showMenu () -> void override |
| | Called before update each frame, for calling ImGui editor code relevant to the gameObject.
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| auto | getKey () const -> Key override |
| | Generates a unique Key that corresponds to the GameObject.
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| auto | getParent () const -> GameObject *override |
| | Gets the parent of a GameObject.
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| | GameObject (std::string typeName, gobj::Type parentType, gobj::Type type) |
| | constructor for gameobject.
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| virtual | ~GameObject () |
| | destructor for GameObject.
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| | GameObject (const GameObject &other) |
| | Copy Constructor.
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| auto | operator= (const GameObject &other) -> GameObject & |
| | copy assignment operator
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| | GameObject (GameObject &&other) noexcept |
| | Move constructor.
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| auto | operator= (GameObject &&other) noexcept -> GameObject & |
| | Move assignment operator.
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| virtual auto | update (float dt) -> void |
| | called once every frame.
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| virtual auto | render () -> void |
| | called every frame after update has been called for every object.
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| virtual auto | destroy () -> void |
| | Marks an GameObject to be destroyed.
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| virtual auto | onEnterEngine () -> void |
| | hook that is called when a GameObject enters the Engine tree.
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| virtual auto | for_each (std::function< void(GameObject &)> func) -> void |
| | applies a function to every child.
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| virtual auto | for_each (std::function< void(const GameObject &)> func) const -> void |
| | applies a const function to every child.
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| virtual auto | parentTo (GameObject *newParent) -> bool |
| | Sets the GameObject as a child of another GameObject.
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| auto | getInternalParent () const -> GameObject * |
| | returns the actual owning parent of the GameObject
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| virtual auto | addChild (std::unique_ptr< GameObject > newChild) -> bool |
| | Adds a child to a GameObject.
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| auto | destroyed () const -> bool |
| auto | getUUID () const -> gobj::UUID |
| auto | isUUID (gobj::UUID compareUUID) const -> bool |
| auto | getName () const -> const std::string & |
| | Gets the type of the object as a string.
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| auto | getNickname () const -> const std::string & |
| | Gets the nickname (custom, writable name) of a GameObject.
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| void | calculateFormattedName () const |
| auto | getFormattedName () const -> const std::string & |
| | combines a GameObjects Type, Nickname, and UUID into one string, for use with logging.
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| auto | nameEquals (const std::string &compareString) const -> bool |
| | check whether a GameObjects typeName is equivilent to a given string.
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| auto | isType (gobj::Type otherType) const -> bool |
| | check whether the GameObject is the same as a given type.
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| auto | getObjectType () const -> gobj::Type |
| | gets the internal type of the GameObject, as an enum
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| auto | setNickname (const std::string &newNickname) -> void |
| | sets the GameObjects nickname.
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| auto | updates () const -> bool |
| auto | renders () const -> bool |
| auto | receivesMessages () const -> bool |
| auto | isActive () const -> bool |
| virtual auto | setShouldUpdate (const bool _shouldUpdate) -> void |
| | set whether the GameObject should update every frame, and whether all of it's children should update every frame
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| virtual auto | setShouldRender (const bool _shouldRender) -> void |
| | set whether the GameObject should render every frame, and whether all of it's children should render every frame
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| virtual auto | setShouldReceiveMessages (const bool _shouldReceiveMessages) -> void |
| | set whether the GameObject should Receive Messags, and whether all of it's children should receive messages
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| auto | setActive (const bool shouldBeActive) -> void |
| | set the GameObject should update, render, and receive messages
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